Average Picked At: 2.80 Total Times Picked: 5 Average Last Seen At: 2.50 Total Times Seen 8
Pro Rating: 3.0 Pro Comment: One important thing to note here is that Seek the Beast doesn’t give you as much time to play the card as we’ve seen lately, as you only have until your next end step. The good news is, it’s an Instant, so you can cast it at the end of your opponent’s turn, and then take advantage of those cards you reveal with all the mana you still have. And obviously, if you can play the Druid and then a non-green card on that turn, it’s going to feel pretty good. I will say that buffing the druid isn’t really going to be that easy. Sure, a decent chunk of your deck will buff it – but far more of it won’t, and it’s an extremely unimpressive creature if you can’t buff it consistently. Still, this certainly has 3-for-1 potential and is quite efficient
Average Picked At: 9.86 Total Times Picked: 29 Average Last Seen At: 8.38 Total Times Seen 361
Pro Rating: 3.0 Pro Comment: Three mana for a 1/1 flyer that stuns something is probably already a playable card – especially in a format with a Faerie deck and some payoffs for tapping things, so the fact that you also have the option of just playing this on turn one makes this a nice Common
Average Picked At: 10.28 Total Times Picked: 25 Average Last Seen At: 9.23 Total Times Seen 369
Pro Rating: 2.0 Pro Comment: Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Average Picked At: 11.70 Total Times Picked: 10 Average Last Seen At: 7.46 Total Times Seen 128
Pro Rating: 0.0 Pro Comment: This card is awful when you don’t control a Faerie. When you do, it offers some powerful disruption, but it gets a lot less powerful when you aren’t able to use it on turn one. Even a Faerie deck will find itself without Faeries in play in the early game, and this card’s value certainly diminishes when you can’t cast it during that time.
Average Picked At: 5.83 Total Times Picked: 12 Average Last Seen At: 4.38 Total Times Seen 70
Pro Rating: 2.5 Pro Comment: A 6-mana 4/6 Flyer with Ward 2 seems…kind of okay. There’s not much in the format that can kill it efficiently between it’s size and the Ward tax, and obviously this body is good at attacking or blocking. The Scry 2 is a nice additional effect to have, but I do feel kind of like I should be getting a little extra something here, especially on an Uncommon. I think having one of these at the top of your curve in Blue seems like a good idea, though.
Average Picked At: 9.49 Total Times Picked: 37 Average Last Seen At: 8.25 Total Times Seen 332
Pro Rating: 1.5 Pro Comment: This ETB ability almost always underperforms. It’s just hard to consistently find a way to do damage to a creature without using up some resource you didn’t really want to use up. It might be interesting with Rat tokens, because your opponent is going to be willing to block those a lot with their 2/2s or whatever, but this probably doesn’t end up being able to destroy something often enough for this to be very good
Average Picked At: 8.06 Total Times Picked: 16 Average Last Seen At: 6.44 Total Times Seen 125
Pro Rating: 1.0 // 3.5 Pro Comment: White has lots of expendable enchantments in the form of Role tokens, and Black-White in particular is interested in getting Enchantments into the graveyard and getting value out of them, so getting a few tokens out of this isn’t farfetched. However, I also don’t think it’s going to be automatic. This probably needs a build around grade. Your typical deck will probably struggle to make even one token with the Knight, but some decks will turn it into a real engine.
Average Picked At: 1.00 Total Times Picked: 4 Average Last Seen At: 2.00 Total Times Seen 6
Pro Rating: 4.0 Pro Comment: A three mana 2/2 with double strike is a card you always play, and this comes with some nice upside in a format with built in Auras in the form of Monster Roles. The tutor side of the card is pretty bad on its own, but because it’s attached to a creature, you can sort of look at this as a 5-mana 2/2 with double strike that tutors something up, and that’s actually a quality card, especially because the card you get is going to synergize with Kellan
Average Picked At: 4.92 Total Times Picked: 49 Average Last Seen At: 4.71 Total Times Seen 207
Pro Rating: 2.5 Pro Comment: You get a reasonable body up front, and then you can sacrifice this to Bargain or other sacrifice effects. That does seem pretty doable, and the fact that you get a decent creature up front really makes this intriguing as far as two drops go. It also happens to trigger Celebration on its own.
Average Picked At: 11.64 Total Times Picked: 14 Average Last Seen At: 9.14 Total Times Seen 175
Pro Rating: 0.5 Pro Comment: This can hate on the graveyard quite effectively, and in a pinch it can replace itself. It’s a sideboard card.
Average Picked At: 2.20 Total Times Picked: 5 Average Last Seen At: 2.00 Total Times Seen 11
Pro Rating: 4.5 Pro Comment: Lagoon Breach is removal, even if it is situational, and then the whale is certainly beefy enough to trade for something, so we’re talking about a 2-for-1 here. And it is pretty much always an imposing board presence
Average Picked At: 2.20 Total Times Picked: 5 Average Last Seen At: 2.38 Total Times Seen 8
Pro Rating: 5.0 Pro Comment: If you can exile two things and pick off a bunch of stuff with this it’s going to feel pretty good, especially if it hurts your opponent more than it hurts you. Then, this will have the upside of allowing you to sweep the board of everything apart from the Specter, which is an absurdly powerful effect
Average Picked At: 6.10 Total Times Picked: 10 Average Last Seen At: 4.70 Total Times Seen 82
Pro Rating: 3.5 Pro Comment: A 4-mana 4/4 with Vigilance is pretty close to a 3.0, and the upside here is pretty neat. Haste only matters for a single turn obviously enough, so you can find a way to play the adventure half of something one turn, play Galefang with Haste on the next turn, and then cast the creature side of your adventure on the next turn. It won’t always line up that way of course. This will have Haste reasonably often but it’s far from automatic
Average Picked At: 4.00 Total Times Picked: 1 Average Last Seen At: 4.33 Total Times Seen 10
Pro Rating: 3.0 Pro Comment: A two mana 1/1 that reduces the cost of creature activated abilities by 1 is…not that exciting. Sure, there are abilities around, but not so many that you can count on Agatha being a key player in your deck. The cool thing is she counts herself, so her ability will basically cost 5 at the most, and that ability is a pretty awesome overrun effect. If you augment her power, you can gain access to it even more quickly
Average Picked At: 2.71 Total Times Picked: 21 Average Last Seen At: 2.32 Total Times Seen 53
Pro Rating: 4.0 Pro Comment: This looks strong. Sure, the three things it does are kind of small – but it’s almost always going to feel like you get two cards worth of value out of it. There will be situations where chapter 1 can’t kill something, but most of the time it will, and the Food and Role are going to feel like the cherry on top of a two-mana removal spell, which is pretty awesome
Average Picked At: 5.75 Total Times Picked: 16 Average Last Seen At: 4.93 Total Times Seen 100
Pro Rating: 3.5 Pro Comment: A three mana ⅔ with First Strike is already a fairly nice card, especially in a set with a lot of Auras, and this will have double strike sometimes. Celebrating is pretty doable, but also not something that will happen every turn
Average Picked At: 5.49 Total Times Picked: 43 Average Last Seen At: 5.46 Total Times Seen 230
Pro Rating: 2.5 Pro Comment: One mana to make your opponent discard and lose 2 life is an acceptable rate, and after that point the Nightmare is great fodder for cards with Bargain. It’s definitely a role-player, but something you probably want one of in Black if you have a few cards that Bargain
Average Picked At: 2.00 Total Times Picked: 1 Average Last Seen At: 1.50 Total Times Seen 2
Pro Rating: 2.0 Pro Comment: There are definitely activated abilities that your creatures can borrow, but most of this card’s value probably just comes from the fact that you can pit to gain +1/+1 counters on your board. Sometimes you’ll get to do something silly with activated abilities of course, but that part of the card can’t really be counted on. That said, the fact it can go after either graveyard is pretty nice, as it makes it easier and easier for you to get those counters
Average Picked At: 5.33 Total Times Picked: 3 Average Last Seen At: 3.88 Total Times Seen 24
Pro Rating: 2.5 Pro Comment: A two mana artifact that can tap for one colorless is actually a reasonable card in Limited. We almost never see it these days. Usually, it costs three to get one that will tap for a mana. The card’s other mode will come up too, and while it isn’t exactly the most amazing piece of Equipment in the world, it offers a big enough buff to be something your opponent has to be a little concerned about
Average Picked At: 10.28 Total Times Picked: 18 Average Last Seen At: 6.43 Total Times Seen 274
Pro Rating: 2.0 Pro Comment: Extra land effects rarely play well in Limited, especially when not accompanied by a way to draw cards, so the adventure here is often not going to be good. If you have it on turn two and have nothing else to do, it might help you ramp a bit. Even then it isn’t guaranteed though, as a missed land drop makes that advantage disintegrates and by the later stages of the game it is increasingly meaningless, and if you don’t have the extra land to begin with it’s always meaningless. The other side is a passable creature, but I think the overall package here is underwhelming